PlayerActorHakoniwa class

Base classes

class PlayerActorBase
class IUseDimension

Constructors, destructors, conversion operators

PlayerActorHakoniwa(const char*)

Public functions

void initAfterPlacement() override
void movement() override
void attackSensor(al::HitSensor* self, al::HitSensor* other) override
auto receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool override
void control() override
void updateCollider() override
void initPlayer(const al::ActorInitInfo&, const PlayerInitInfo&) override
auto getPortNo() const -> u32 override
auto getPlayerCollision() const -> IUsePlayerCollision* override
auto getPlayerHackKeeper() const -> PlayerHackKeeper* override
auto isEnableDemo() -> bool override
void startDemo() override
void endDemo() override
void startDemoPuppetable() override
void endDemoPuppetable() override
void startDemoShineGet() override
void endDemoShineGet() override
void startDemoMainShineGet() override
void endDemoMainShineGet() override
void startDemoHack() override
void endDemoHack() override
void startDemoKeepBind() override
void noticeDemoKeepBindExecute() override
void endDemoKeepBind() override
void startDemoKeepCarry() override
void endDemoKeepCarry() override
auto getDemoActor() -> al::DemoActor* override
auto getDemoAnimator() -> PlayerAnimator* override
auto isDamageStopDemo() const -> bool override
auto getPlayerPuppet() -> PlayerPuppet* override
auto getPlayerInfo() const -> PlayerInfo* override
auto checkDeathArea() -> bool override
void sendCollisionMsg() override
auto receivePushMsg(const al::SensorMsg*, al::HitSensor*, al::HitSensor*, f32) -> bool override
auto getActorDimensionKeeper() const -> ActorDimensionKeeper* override
void updateModelShadowDropLength()
void executeAfterCapTarget()
void syncSensorAndCollision()
void checkDamageFromCollision()
void executePreMovementNerveChange()
void updateCarry()
void setNerveOnGround()
void startPlayerPuppet()
void cancelHackPlayerPuppetDemo()
void endPlayerPuppet()
void exeWait()
auto tryActionCapReturn() -> bool
auto tryActionCapSpinAttack() -> bool
void exeSquat()
auto tryActionSeparateCapThrow() -> bool
void exeRun()
void exeSlope()
void exeRolling()
void exeSpinCap()
auto tryChangeNerveFromAir() -> bool
auto tryActionCapSpinAttackMiss() -> bool
void exeJump()
void exeCapCatchPop()
void exeWallAir()
void exeWallCatch()
void exeGrabCeil()
void exePoleClimb()
void exeHipDrop()
void exeHeadSliding()
void exeLongJump()
void exeFall()
void exeSandSink()
void exeSandGeyser()
void exeRise()
void exeSwim()
void exeDamage()
void exeDamageSwim()
void exeDamageFire()
void exePress()
void exeHack()
void exeEndHack()
void exeBind()
auto tryActionCapSpinAttackBindEnd() -> bool
void exeDemo()
void exeCamera()
void exeAbyss()
void exeDead()
auto tryActionCapSpinAttackImpl(bool) -> bool
void init(const al::ActorInitInfo& initInfo) override
auto getViewMtx() const -> sead::Matrix34f* virtual
auto getNerveKeeper() const -> NerveKeeper* override
void appear() virtual
void makeActorAlive() virtual
void kill() virtual
void makeActorDead() virtual
void calcAnim() virtual
void draw() const virtual
void startClipped() virtual
void endClipped() virtual
auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool virtual
auto receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) -> bool virtual
auto getName() const -> const char* override
auto getBaseMtx() const -> const sead::Matrix34f* virtual
auto getEffectKeeper() const -> EffectKeeper* override
auto getAudioKeeper() const -> AudioKeeper* override
auto getStageSwitchKeeper() const -> StageSwitchKeeper* override
auto getRailRider() const -> RailRider* override
auto getSceneObjHolder() const -> SceneObjHolder* override
auto getCollisionDirector() const -> CollisionDirector* override
auto getAreaObjDirector() const -> AreaObjDirector* override
auto getCameraDirector() const -> CameraDirector* override
auto getNatureDirector() const -> NatureDirector*
void initStageSwitchKeeper() override
auto getSceneInfo() const -> ActorSceneInfo*
void initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
void initExecuteInfo(ActorExecuteInfo* executeInfo)
void initModelKeeper(ModelKeeper* modelKeeper)
void initActionKeeper(ActorActionKeeper* actionKeeper)
void initNerveKeeper(NerveKeeper* nerveKeeper)
void initHitSensor(s32 amount)
void initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
void initEffectKeeper(EffectKeeper* effectKeeper)
void initAudioKeeper(AudioKeeper* audioKeeper)
void initRailKeeper(const ActorInitInfo& info, const char* linkName)
void initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)
void initItemKeeper(s32 itemAmount)
void initScoreKeeper()
void initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
void initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
void initSubActorKeeper(SubActorKeeper* subActorKeeper)
void initSceneInfo(ActorSceneInfo* sceneInfo)
auto getFlags() const -> LiveActorFlag*
auto getModelKeeper() const -> ModelKeeper*
auto getPoseKeeper() const -> ActorPoseKeeperBase*
auto getExecuteInfo() const -> ActorExecuteInfo*
auto getActorActionKeeper() const -> ActorActionKeeper*
auto getActorItemKeeper() const -> ActorItemKeeper*
auto getActorScoreKeeper() const -> ActorScoreKeeper*
auto getCollider() const -> Collider*
auto getCollisionParts() const -> CollisionParts*
auto getHitSensorKeeper() const -> HitSensorKeeper*
auto getScreenPointKeeper() const -> ScreenPointKeeper*
auto getHitReactionKeeper() const -> HitReactionKeeper*
auto getRailKeeper() const -> RailKeeper*
auto getShadowKeeper() const -> ShadowKeeper*
auto getActorPrePassLightKeeper() const -> ActorPrePassLightKeeper*
auto getActorOcclusionKeeper() const -> ActorOcclusionKeeper*
auto getSubActorKeeper() const -> SubActorKeeper*
auto getActorParamHolder() const -> ActorParamHolder*
void setName(const char* newName)

Function documentation

void PlayerActorHakoniwa::init(const al::ActorInitInfo& initInfo) override

sead::Matrix34f* PlayerActorHakoniwa::getViewMtx() const virtual

NerveKeeper* PlayerActorHakoniwa::getNerveKeeper() const override

void PlayerActorHakoniwa::appear() virtual

void PlayerActorHakoniwa::makeActorAlive() virtual

void PlayerActorHakoniwa::kill() virtual

void PlayerActorHakoniwa::makeActorDead() virtual

void PlayerActorHakoniwa::calcAnim() virtual

void PlayerActorHakoniwa::draw() const virtual

void PlayerActorHakoniwa::startClipped() virtual

void PlayerActorHakoniwa::endClipped() virtual

bool PlayerActorHakoniwa::receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) virtual

bool PlayerActorHakoniwa::receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) virtual

const char* PlayerActorHakoniwa::getName() const override

const sead::Matrix34f* PlayerActorHakoniwa::getBaseMtx() const virtual

EffectKeeper* PlayerActorHakoniwa::getEffectKeeper() const override

AudioKeeper* PlayerActorHakoniwa::getAudioKeeper() const override

StageSwitchKeeper* PlayerActorHakoniwa::getStageSwitchKeeper() const override

RailRider* PlayerActorHakoniwa::getRailRider() const override

SceneObjHolder* PlayerActorHakoniwa::getSceneObjHolder() const override

CollisionDirector* PlayerActorHakoniwa::getCollisionDirector() const override

AreaObjDirector* PlayerActorHakoniwa::getAreaObjDirector() const override

CameraDirector* PlayerActorHakoniwa::getCameraDirector() const override

NatureDirector* PlayerActorHakoniwa::getNatureDirector() const

void PlayerActorHakoniwa::initStageSwitchKeeper() override

ActorSceneInfo* PlayerActorHakoniwa::getSceneInfo() const

void PlayerActorHakoniwa::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void PlayerActorHakoniwa::initExecuteInfo(ActorExecuteInfo* executeInfo)

void PlayerActorHakoniwa::initModelKeeper(ModelKeeper* modelKeeper)

void PlayerActorHakoniwa::initActionKeeper(ActorActionKeeper* actionKeeper)

void PlayerActorHakoniwa::initNerveKeeper(NerveKeeper* nerveKeeper)

void PlayerActorHakoniwa::initHitSensor(s32 amount)

void PlayerActorHakoniwa::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void PlayerActorHakoniwa::initEffectKeeper(EffectKeeper* effectKeeper)

void PlayerActorHakoniwa::initAudioKeeper(AudioKeeper* audioKeeper)

void PlayerActorHakoniwa::initRailKeeper(const ActorInitInfo& info, const char* linkName)

void PlayerActorHakoniwa::initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)

void PlayerActorHakoniwa::initItemKeeper(s32 itemAmount)

void PlayerActorHakoniwa::initScoreKeeper()

void PlayerActorHakoniwa::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void PlayerActorHakoniwa::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void PlayerActorHakoniwa::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void PlayerActorHakoniwa::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* PlayerActorHakoniwa::getFlags() const

ModelKeeper* PlayerActorHakoniwa::getModelKeeper() const

ActorPoseKeeperBase* PlayerActorHakoniwa::getPoseKeeper() const

ActorExecuteInfo* PlayerActorHakoniwa::getExecuteInfo() const

ActorActionKeeper* PlayerActorHakoniwa::getActorActionKeeper() const

ActorItemKeeper* PlayerActorHakoniwa::getActorItemKeeper() const

ActorScoreKeeper* PlayerActorHakoniwa::getActorScoreKeeper() const

Collider* PlayerActorHakoniwa::getCollider() const

CollisionParts* PlayerActorHakoniwa::getCollisionParts() const

HitSensorKeeper* PlayerActorHakoniwa::getHitSensorKeeper() const

ScreenPointKeeper* PlayerActorHakoniwa::getScreenPointKeeper() const

HitReactionKeeper* PlayerActorHakoniwa::getHitReactionKeeper() const

RailKeeper* PlayerActorHakoniwa::getRailKeeper() const

ShadowKeeper* PlayerActorHakoniwa::getShadowKeeper() const

ActorPrePassLightKeeper* PlayerActorHakoniwa::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* PlayerActorHakoniwa::getActorOcclusionKeeper() const

SubActorKeeper* PlayerActorHakoniwa::getSubActorKeeper() const

ActorParamHolder* PlayerActorHakoniwa::getActorParamHolder() const

void PlayerActorHakoniwa::setName(const char* newName)